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Professional game dev explains why Sony's Morpheus won't get much backing from developers.

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Lock if full of S**T.



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That was literally the first thing I thought of when Sony said that the thing would play 1080p 120fps games. Unless the games look like PSX era games, that's not happening with the PS4's tech.



Well, this is new.

Read.

Full of shit, if he actually knew anything about development, or spent 5 minutes looking at any of the past 3 PS4 sdk's he would see how easy adding support for the device actually is.

Apply second camera element to screen, each camera is rendering half the overall resolution of the screen, all game-size geometry, physics, AI etc remains the same, the "50% hit" comment is a dead giveaway, the hit is around 10%-20% depending on game, and that's only because you have to render a wider FOV and geometry clipping is less aggressive because you are essentially viewing from two points at once.



Sounds like lazy porting to me



             

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I can't speak to it on a technical level, but project Morpheus isn't going to take off....I'm sorry, it just isn't. The mass market isn't going to spend $200 on a device to go with their $400 console to play glorified tech demos *cough*kinect*cough* And for that reason he is right, devs aren't going to pump money into games that 7 people are going to buy.



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Even though virtual reality sounds cool as hell, I agree with him. It's not going to be a hit with the casual market and it will only strike a small niche, so not much is going to happen for it. I do wonder if VR will become as successful as motion controls one day, however.



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Tachikoma said:

Full of shit, if he actually knew anything about development, or spent 5 minutes looking at any of the past 3 PS4 sdk's he would see how easy adding support for the device actually is.

Apply second camera element to screen, each camera is rendering half the overall resolution of the screen, all game-size geometry, physics, AI etc remains the same, the "50% hit" comment is a dead giveaway, the hit is around 10%-20% depending on game, and that's only because you have to render a wider FOV and geometry clipping is less aggressive because you are essentially viewing from two points at once.

Two things though:

1. He has a point with low adoption. Unless something big happens not even the small effort it takes to make a regular game support VR may be worth it.

2. There is a big difference between making a first person game VR compatible and making a VR game. While the first one will just be a gimmick, the second needs to be crafted specifically for VR, not only on the technological side but also the design and gameplay. Compare console games ported to mobile vs games created specifically for mobile.



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It's great that Sony is trying to experiment with something new but VR has yet to become popular... The headset will most likely be pretty expensive considering the specs so not too many people will buy it. Porting games will also be a lot more difficult..

Small Market -> Less developers -> Less Sales
Sort of like what happened with the Wii U

So kudos to Sony for working on this but SAO will not happen anytime soon.



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Tachikoma said:

Full of shit, if he actually knew anything about development, or spent 5 minutes looking at any of the past 3 PS4 sdk's he would see how easy adding support for the device actually is.

Apply second camera element to screen, each camera is rendering half the overall resolution of the screen, all game-size geometry, physics, AI etc remains the same, the "50% hit" comment is a dead giveaway, the hit is around 10%-20% depending on game, and that's only because you have to render a wider FOV and geometry clipping is less aggressive because you are essentially viewing from two points at once.

While it is possible to do so, halving the resolution for each eye is very noticable on a VR Device, at least it was on Oculus Rift when we tested it. So this dev is probably just not willing to go this route and have a full resolution for each eye, in which case the 50% hit is actually true.

And he's probably also right about the fact that relatively few people will buy Morpheus due to it's price. What I can't vouch is his point about the additional costs, but that might also be dependent of the size of the studio.



Bofferbrauer said:
Tachikoma said:

Full of shit, if he actually knew anything about development, or spent 5 minutes looking at any of the past 3 PS4 sdk's he would see how easy adding support for the device actually is.

Apply second camera element to screen, each camera is rendering half the overall resolution of the screen, all game-size geometry, physics, AI etc remains the same, the "50% hit" comment is a dead giveaway, the hit is around 10%-20% depending on game, and that's only because you have to render a wider FOV and geometry clipping is less aggressive because you are essentially viewing from two points at once.

While it is possible to do so, halving the resolution for each eye is very noticable on a VR Device, at least it was on Oculus Rift when we tested it. So this dev is probably just not willing to go this route and have a full resolution for each eye, in which case the 50% hit is actually true.

And he's probably also right about the fact that relatively few people will buy Morpheus due to it's price. What I can't vouch is his point about the additional costs, but that might also be dependent of the size of the studio.

i dont think you quite get what i was saying.

If a games native res is 1080p, each eye only sees 960x1080, so the render output for each of the two viewports is half of what a games normal output would be.